Another short, demonstrating the use of Scott Lee's Assimp Animation Loader class (http://nolimitsdesigns.com/game-design/assimp-animation-lib/) in a right-handed system.

Main differences from original code:
-Runs great with OpenGL (original code was for D3D only)

-Able to render each mesh's skeleton

-Each mesh from the Assimp scene get's it's own animator and bones instead of concatenating all the geometry in one single object (i.e. Bob's sword is a separate mesh. So is his head :P; great for Frustum Culling of large objects with a lot of meshes)

-Code remains API independent as all matrices are properly transformed for each rendering API (Direct3D/OpenGL).

-BoundingBoxes are only recalculated once per animation frame and then cached

-The skeleton is calculated once per frame then cached

 

This update also added support for glVertexAttribPointer based VBO's and Index Buffer Object based rendering.

More info on my blog.

Share this post

Submit to FacebookSubmit to Google PlusSubmit to TwitterSubmit to LinkedIn

Twitter Feed